NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
Okay, so you're referring to programming nomenclature and some of what they discussed in the meetings. The way you had written it was in a sense that it was mentioned " " within this thread. Clearly what you were describing comes down to me needing more clarification on what you initially meant. Glad we have an understanding now.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
And how is what you are describing not a new parallel matchmaker ?
Let's look at both elements for this Invasion mode;
We have one that describes implementation by way of categorizing everyone the moment they press the 'Quick Play' button by randomly picking people regardless of their weight class. This would be equivalent to the 'splitting of the bucket' analogy but having no matchmaking element whatsoever (just randomly picking people) for Invasion Mode.
We have another element that I mentioned a comment or two ago that Error Corrects by selectively picking players to balance out a match. This would be your 'draining of the bucket' analogy mentioned later on...
filtering of the bucket for the benefit of traditional 'Quick Play' would be a bit more accurate.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
When a player presses "Quick Match" you would be directing him to either the Voting MM or the Invasion MM.
- How long should a player be waiting for the Invasion MM to find 3 (or is it 7) more players ?
The amount of players as it stands right now, if no one objects, is 4 players per side. Keep in mind, we have yet to get Lance vs Star in the game, so the numbers don't really mean much at the moment as it is just on paper (on screen? lol). The amount of time is subject to scrutiny. Nothing is obviously set in stone as a request to PGI.
As of now the formal matchmaker waits for 24 players. The number could be bumped to 32, and 8
CAN be selectively removed
OR 8 be randomly picked and placed. Another alternative set up could be that the 24 player system stays in place, and once 8 click 'Quick Play' they are put into a match. There could be numerous other designs that can be used..it's just a matter of coming up with them.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
- can he leave the Invasion MM, and try the "Quick Match" button again ?
Well once you press the 'Quick Play' button today you can only cancel out if you haven't reached the voting screen. Once you are chosen for the Invasion Queue, in the design I threw together, the screen above would be what someone would see and you can't cancel out. If you are chosen for Invasion Mode, you're chosen. It's meant to remove the element of choice and throw someone into a match un-preparedly to challenge the player.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
- or would Invasion selection only happen that one random time where 4 (or is it 8) players presses the "Quick Match" button at the same time ?
This is the initial intent. 4 vs. 4, random, and once they press the 'Quick Play' button. Feel free to add to the concept or adjust to your liking as I have. The idea here is to have everyone, as a community, build on the concept.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
And let me rephrase my wording . You will be draining the bucket. Thus providing a weaker foundation for Quick Matches and undermining the entire concept of the "Quick Match" button.
Filtering seems more apt depending on how the system is implemented.
It could even be on a timer basis whereas every hour there is one Invasion Mode match. It could even be used whenever it is needed. It all depends on the needs for PGI behind the scenes and the metrics they observe, so the 'Quick Play' matches are never hindered and players never wait.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
That would require algorithms for targeting specific mech classes based on specific criteria... how is that random...
If selection is "true" random, you wont see any mech class distribution changes in the Quick Matches... you will only see fewer players in the bucket.
I did mention in all caps that that implementation "
COULD" be for Error Correction. It was just another type of design and clearly that would negate a random choice as mentioned in the first post. The only reason I mentioned it is because matches as of late in the 'Quick Play' section has been overloaded with all different types of mechs as opposed to what once was (3 types of each class).
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
People are voting on something that they think that they like... or dislike. They are voting based on theory, speculation and experience. No one knows if the implementation of that specific game mode is going to be any good before it has been implemented and probably gone through several adjustments.
Usually before anything is formally introduced it is implemented into the Test Server, that's why I mentioned the Test Server as a test bed.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
Let me rephrase.
If it was integrated into the voting system, after formal play testing, it could be "worn in" and receive minor adjustments over a longer period of time, without risking a lot of development time if it didn't turn out to play well.
My point with this is that if the game mode turns out to suck or not be viable in the long run, it would be easier to salvage the working parts, if it was already implemented as part of the voting system.
I see your point. Keep in mind,
this thread was made before the voting system was introduced as we see it now. It all depends if people want to vote on something, or be thrusted into a match as initially described.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
Personally I think that they will be fixing the voting system today
Let's cross our fingers.
NoiseCrypt, on 15 March 2016 - 04:27 AM, said:
... but what does sync dropping and manipulating the voting system have to do with "wearing in" a new game mode anyway?
This game mode is incompatible with the voting system, as the voting system at the moment is meant for 24 players. This Invasion Mode, as it stands, requests the involvement of 8 players (4 vs 4) at a time, and being thrown into a match. What are the other players (16, 8 per team) supposed to do? Watch and chat? It doesn't seem right and goes against the original design concept of unexpectedness and giving the player a challenge. We're supposed to arrive and try to figure out what is going on immediately.